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RD 2426 (Rudy)

3 Level (0/2700 XP for level-up) Background Race / Species / Heritage Alignment
Barbarian
Level 3
Hit Dice: 3/3
1d12+2 Class 1

STR
19
+4
DEX
13
+1
CON
15
+2
INT
11
+0
WIS
10
+0
CHA
15
+2
32
Hit Points
+1
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
+4 Expertise Bonus
+2 Proficiency Bonus
+6 Strength
+1 Dexterity
+4 Constitution
+0 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+6 Athletics STR
+2 Deception CHA
+0 History INT
+0 Insight WIS
+4 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+2 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Built to Smash: Origin Feat




As a construct built to destroy utterly, you can both resist the most minor forms of damage and target the weak spots in existing things.

You gain a Damage Reduction equal to your Proficiency Bonus against all damage.

Any damage you deal or help cause to structures or objects is considered to be critical.


Rage



In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.


Juggernaut



You’re an imposing war machine built for close combat and raw might. You tower over your comrades; juggernaut warforged stand between 6 and 7 feet in height and can weigh up to 450 pounds.

Ability Score Increase. Your Strength score increases by 2.

Iron Fists. When you make an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage instead of the normal damage.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.


Frenzy



Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

Mindless Rage



Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Intimidating Presence



Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Retaliation



Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Barbarian:



You may use your STR mod instead of CHA for Persuasion, Intimidation or Performance if you use your physique as a the focus of how you utilize the skills. The DM decides if the reasoning is sufficient.

You can enter rage as a reaction to taking damage. The barbarian can spend a reaction to make a single weapon attack at advantage at the creature that triggered the first effect.

Features & Traits

Tinker's Tools


These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
A set of tinker's tools is designed to enable you to repair many mundane objects. Though you can't manufacture much with tinker's tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.

Components. Tinker's tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.

History. You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.

Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.

Repair. You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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